feat(input): #23 Phase K.1c - retail-faithful keymap cutover + JSON persistence (muscle memory change)
Single bisectable commit where the user-visible keyboard layout flips from acdream-current (W/S/A/D/Z/X) to canonical AC retail (W/X/A/D/Z/C). The InputDispatcher abstraction landed in K.1a, existing handlers cut over in K.1b, and now KeyBindings.RetailDefaults() returns the byte-precise retail preset matching docs/research/named-retail/retail-default.keymap.txt. Movement (matches AC1 muscle memory): - W/Up = MovementForward (run by default) - X/Down = MovementBackup - A/Left = MovementTurnLeft - D/Right = MovementTurnRight - Z = MovementStrafeLeft - C = MovementStrafeRight - Alt+A / Alt+Left = MovementStrafeLeft (Alt-flips-turn) - Alt+D / Alt+Right = MovementStrafeRight - LShift (Hold) = MovementWalkMode (default = run; held = walk) - Q = MovementRunLock (autorun toggle) - S = MovementStop (sets Ready stance / idle) - Space = MovementJump (hold to charge) - Y = Ready, G = Sitting, H = Crouch, B = Sleeping (postures) Selection / targeting (18 bindings on punctuation cluster): - F = SelectionPickUp, T = SelectionSplitStack, P = PreviousSelection - Backspace/Minus/Equals = closest/prev/next CompassItem - Backslash/[/] = closest/prev/next Item - Apostrophe/L/Semicolon = closest/prev/next Monster - Home = LastAttacker - Slash/Comma/Period = closest/prev/next Player - N/M = prev/next Fellow - E = SelectionExamine - R = UseSelected UI: - F1 = ToggleHelp; Shift+Ctrl+F1 = TogglePluginManager - F3 = Allegiance, F4 = Fellowship, F5 = Spellbook, F6 = SpellComponents - F8 = Attributes, F9 = Skills, F10 = World, F11 = Options (lights up the Settings panel in K.3), F12 = Inventory - Alt+1/2/3/4 = ToggleFloatingChatWindow1/2/3/4 - Esc = EscapeKey, Shift+Esc = LOGOUT - Numpad * = CaptureScreenshot Hotbar / spellbook: - 1-9 = UseQuickSlot_1..9 (hotbar) AND UseSpellSlot_1..9 (in MagicCombat scope - dormant until Phase L) - Ctrl+1-9 = UseQuickSlot_1..9 (duplicate) - Alt+5-9 = UseQuickSlot_14..18 (second bar) - 0 / Ctrl+0 = CreateShortcut Chat: - Tab = ToggleChatEntry (focus chat input; subscriber stub-TODO in K.2) - Return = EnterChatMode (send) Combat (mode-dependent, dormant - Phase L lights up): - Grave (`) = CombatToggleCombat - Insert/PgUp/Delete/End/PgDn = melee power+attack-level OR missile accuracy+aim-level OR magic spell-tab nav + cast (resolved by scope at runtime once CombatState.CurrentMode lands). - Ctrl+Insert/PgUp/Delete/PgDn = first/last spell tab + first/last spell Emotes: U = Cry, I = Laugh, J = Wave, O = Cheer, K = PointState Camera (numpad cluster + F2): - F2 / Numpad/ = CameraActivateAlternateMode - Numpad 4/6/8/2 = rotate left/right/up/down - Numpad - / + = move toward / away - Numpad 0 = ViewDefault, Numpad . = FirstPerson - Numpad 5 = LookDown, Numpad Enter = MapMode Scroll: - Mouse wheel handled by dispatcher OnScroll path - Ctrl+Up / Ctrl+Down = ScrollUp / ScrollDown Acdream debug actions relocated from F-keys to Ctrl+F-keys to avoid retail conflicts: - Ctrl+F1 = AcdreamToggleDebugPanel - Ctrl+F2 = AcdreamToggleCollisionWires - Ctrl+F3 = AcdreamDumpNearby - Ctrl+F7 = AcdreamCycleTimeOfDay - Ctrl+F8 / Ctrl+F9 = AcdreamSensitivityDown / Up - Ctrl+F10 = AcdreamCycleWeather AcdreamToggleFlyMode + AcdreamTogglePlayerMode have NO keyboard binding in retail-default. K.2 adds a DebugPanel button for fly toggle and auto-enter player mode at login. Total: 149 bindings. JSON load/save: - KeyBindings.LoadOrDefault(path): merge-over-defaults migration. Missing actions get default bindings; unknown actions in user file are skipped (preserves user customizations across action enum additions). Corrupt file warns + returns RetailDefaults without overwriting (don't blow away user's file silently). - KeyBindings.SaveToFile(path): writes with schema version=1, alpha- sorted action names, alpha-sorted modifier keys for stable diffs. - KeyBindings.DefaultPath() = %LOCALAPPDATA%/acdream/keybinds.json. GameWindow startup: - Replaces KeyBindings.AcdreamCurrentDefaults() call with KeyBindings.LoadOrDefault(KeyBindings.DefaultPath()) via a small LoadStartupKeyBindings() helper. - Logs "keybinds: loaded N bindings from <path>" so launch.log shows the source of truth at session start. Three deviations from plan: 1. LoadStartupKeyBindings() helper instead of inline initializer (field initializer can't call methods directly). 2. ToggleChatEntry subscriber is a no-op stub with TODO K.2 comment (ChatPanel doesn't expose FocusInput() yet; will add in K.2). 3. AcdreamRmbOrbitHold removed from RetailDefaults() to avoid double-binding RMB (SelectRight + RmbOrbitHold on the same chord would fire both subscribers). Chase-camera orbit will be replaced by MMB-hold mouse-look in K.2 - retail's CameraInstantMouseLook. 28 new tests: - KeyBindingsRetailTests: 19 cases pinning every retail mapping (W/X movement, Z/C strafe, Tab=ToggleChatEntry, Shift+Esc=LOGOUT, Shift+Ctrl+F1=TogglePluginManager, MovementWalkMode=Hold, Acdream debug on Ctrl+F*, hotbar number-row variants, etc). - KeyBindingsJsonTests: 9 cases (round-trip; missing file → defaults; corrupt → defaults + no-overwrite; merge-over-defaults; legacy version=0 parsing; Hold-activation preservation; unknown- action skip; DefaultPath shape). Solution total: 1162 green (243 Core.Net + 254 UI + 665 Core), 0 warnings. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
256e9624bd
commit
da189103b8
5 changed files with 847 additions and 43 deletions
|
|
@ -412,8 +412,20 @@ public sealed class GameWindow : IDisposable
|
|||
private AcDream.App.Input.SilkKeyboardSource? _kbSource;
|
||||
private AcDream.App.Input.SilkMouseSource? _mouseSource;
|
||||
private AcDream.UI.Abstractions.Input.InputDispatcher? _inputDispatcher;
|
||||
private readonly AcDream.UI.Abstractions.Input.KeyBindings _keyBindings =
|
||||
AcDream.UI.Abstractions.Input.KeyBindings.RetailDefaults();
|
||||
// K.1c: load user-customized bindings from %LOCALAPPDATA%\acdream\keybinds.json,
|
||||
// falling back to the retail-faithful defaults if the file is missing
|
||||
// or corrupt. This is THE single source of truth for the keymap at
|
||||
// startup — no other call to RetailDefaults() / AcdreamCurrentDefaults()
|
||||
// should land in the GameWindow construction path.
|
||||
private readonly AcDream.UI.Abstractions.Input.KeyBindings _keyBindings = LoadStartupKeyBindings();
|
||||
|
||||
private static AcDream.UI.Abstractions.Input.KeyBindings LoadStartupKeyBindings()
|
||||
{
|
||||
var path = AcDream.UI.Abstractions.Input.KeyBindings.DefaultPath();
|
||||
var bindings = AcDream.UI.Abstractions.Input.KeyBindings.LoadOrDefault(path);
|
||||
Console.WriteLine($"keybinds: loaded {bindings.All.Count} bindings from {path}");
|
||||
return bindings;
|
||||
}
|
||||
|
||||
// Phase 4.7: optional live connection to an ACE server. Enabled only when
|
||||
// ACDREAM_LIVE=1 is in the environment — fully backward compatible with
|
||||
|
|
@ -5018,6 +5030,15 @@ public sealed class GameWindow : IDisposable
|
|||
TogglePlayerMode();
|
||||
break;
|
||||
|
||||
case AcDream.UI.Abstractions.Input.InputAction.ToggleChatEntry:
|
||||
// K.1c: Tab in retail focuses the chat input. Phase K.2
|
||||
// wires this to ChatPanel.FocusInput() once the panel grows
|
||||
// an explicit focus method; the current ImGui-backed chat
|
||||
// panel takes focus on click. Press is logged via the
|
||||
// [input] diagnostic above so the cutover is observable.
|
||||
// TODO K.2: call _chatPanel.FocusInput() once available.
|
||||
break;
|
||||
|
||||
case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
|
||||
if (_cameraController?.IsFlyMode == true)
|
||||
_cameraController.ToggleFly(); // exit fly, release cursor
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text.Json;
|
||||
using Silk.NET.Input;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Input;
|
||||
|
|
@ -11,15 +15,19 @@ namespace AcDream.UI.Abstractions.Input;
|
|||
/// without removing the default.
|
||||
///
|
||||
/// <para>
|
||||
/// JSON IO + the real <see cref="RetailDefaults"/> preset land in K.1c.
|
||||
/// For K.1a, <see cref="RetailDefaults"/> proxies
|
||||
/// <see cref="AcdreamCurrentDefaults"/> so the bindings table matches
|
||||
/// today's hard-coded chords — no behavior change during the K.1a/K.1b
|
||||
/// cutover.
|
||||
/// K.1c: <see cref="RetailDefaults"/> now returns the full retail-faithful
|
||||
/// preset (byte-precise to <c>retail-default.keymap.txt</c>);
|
||||
/// <see cref="LoadOrDefault"/> + <see cref="SaveToFile"/> persist the
|
||||
/// table to JSON under <see cref="DefaultPath"/> with version-based
|
||||
/// migration. <see cref="AcdreamCurrentDefaults"/> is preserved as a
|
||||
/// reference for tests pinning the older WASD-only behavior, but is no
|
||||
/// longer the GameWindow startup source.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class KeyBindings
|
||||
{
|
||||
private const int CurrentSchemaVersion = 1;
|
||||
|
||||
private readonly List<Binding> _bindings = new();
|
||||
|
||||
/// <summary>All bindings in insertion order.</summary>
|
||||
|
|
@ -59,26 +67,22 @@ public sealed class KeyBindings
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// K.1a stub: returns CURRENT acdream binds (W=fwd, S=back, A/D=turn,
|
||||
/// Z/X=strafe, Shift=run, Tab=toggle player↔fly mode, F1=DebugPanel,
|
||||
/// F2=collision wires, F3=dump, F7=cycle time, F8/F9=sensitivity,
|
||||
/// F10=cycle weather, F=fly toggle, Space=jump). NOT the retail
|
||||
/// preset — that lands in K.1c. This stub keeps behavior unchanged
|
||||
/// during K.1a/K.1b cutover.
|
||||
/// Acdream-current keymap (W=fwd, S=back, A/D=turn, Z/X=strafe,
|
||||
/// Shift=run, Tab=toggle player↔fly mode, F1=DebugPanel, F2=collision
|
||||
/// wires, F3=dump, F7=cycle time, F8/F9=sensitivity, F10=cycle
|
||||
/// weather, F=fly toggle, Space=jump). Preserved as a regression
|
||||
/// anchor for tests that pin the older modifier-blind WASD layout —
|
||||
/// NOT the GameWindow startup source after K.1c.
|
||||
/// </summary>
|
||||
public static KeyBindings AcdreamCurrentDefaults()
|
||||
{
|
||||
var b = new KeyBindings();
|
||||
|
||||
// Movement (current acdream — wrong for retail but unchanged for K.1a/K.1b).
|
||||
//
|
||||
// Each movement key gets BOTH a bare-mods chord and a Shift-mods chord
|
||||
// so the per-frame IsActionHeld query stays true while the user holds
|
||||
// Shift (the acdream-current run-modifier). Before K.1b, movement
|
||||
// polled IsKeyPressed(Key.W) directly — modifier-blind. K.1b's
|
||||
// dispatcher does strict modifier matching, so we duplicate-bind here
|
||||
// to preserve the modifier-blind feel until K.1c reshapes the whole
|
||||
// table to retail defaults.
|
||||
// Movement (current acdream — wrong for retail but preserved for
|
||||
// legacy tests). Each movement key gets BOTH a bare-mods chord
|
||||
// and a Shift-mods chord so the per-frame IsActionHeld query
|
||||
// stays true while the user holds Shift (the acdream-current
|
||||
// run-modifier).
|
||||
b.Add(new(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
|
||||
b.Add(new(new KeyChord(Key.W, ModifierMask.Shift), InputAction.MovementForward));
|
||||
b.Add(new(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementBackup));
|
||||
|
|
@ -91,22 +95,14 @@ public sealed class KeyBindings
|
|||
b.Add(new(new KeyChord(Key.Z, ModifierMask.Shift), InputAction.MovementStrafeLeft));
|
||||
b.Add(new(new KeyChord(Key.X, ModifierMask.None), InputAction.MovementStrafeRight));
|
||||
b.Add(new(new KeyChord(Key.X, ModifierMask.Shift), InputAction.MovementStrafeRight));
|
||||
// Run-modifier: Shift held triggers run. When ShiftLeft/ShiftRight
|
||||
// is held, the keyboard's CurrentModifiers includes Shift — so the
|
||||
// chord requires Modifiers=Shift. Both sides resolve to the same
|
||||
// action so a held-poll on either side answers true.
|
||||
b.Add(new(new KeyChord(Key.ShiftLeft, ModifierMask.Shift), InputAction.MovementRunLock, ActivationType.Hold));
|
||||
b.Add(new(new KeyChord(Key.ShiftRight, ModifierMask.Shift), InputAction.MovementRunLock, ActivationType.Hold));
|
||||
b.Add(new(new KeyChord(Key.Space, ModifierMask.None), InputAction.MovementJump));
|
||||
b.Add(new(new KeyChord(Key.Space, ModifierMask.Shift), InputAction.MovementJump));
|
||||
|
||||
// Fly-camera descend — Ctrl held in fly mode lowers the camera.
|
||||
// ControlLeft held delivers CurrentModifiers=Ctrl, so chord uses
|
||||
// mask=Ctrl. Both Ctrl sides resolve to the same action.
|
||||
b.Add(new(new KeyChord(Key.ControlLeft, ModifierMask.Ctrl), InputAction.AcdreamFlyDown, ActivationType.Hold));
|
||||
b.Add(new(new KeyChord(Key.ControlRight, ModifierMask.Ctrl), InputAction.AcdreamFlyDown, ActivationType.Hold));
|
||||
|
||||
// Acdream debug binds
|
||||
b.Add(new(new KeyChord(Key.F1, ModifierMask.None), InputAction.AcdreamToggleDebugPanel));
|
||||
b.Add(new(new KeyChord(Key.F2, ModifierMask.None), InputAction.AcdreamToggleCollisionWires));
|
||||
b.Add(new(new KeyChord(Key.F3, ModifierMask.None), InputAction.AcdreamDumpNearby));
|
||||
|
|
@ -118,9 +114,6 @@ public sealed class KeyBindings
|
|||
b.Add(new(new KeyChord(Key.Tab, ModifierMask.None), InputAction.AcdreamTogglePlayerMode));
|
||||
b.Add(new(new KeyChord(Key.Escape, ModifierMask.None), InputAction.EscapeKey));
|
||||
|
||||
// K.1b mouse: RMB-hold drives camera-only orbit (never character yaw).
|
||||
// Device=1 marks this as a mouse chord; the dispatcher routes
|
||||
// _mouse.IsHeld(Right) through this chord for IsActionHeld lookup.
|
||||
b.Add(new(
|
||||
new KeyChord(InputDispatcher.MouseButtonToKey(Silk.NET.Input.MouseButton.Right), ModifierMask.None, Device: 1),
|
||||
InputAction.AcdreamRmbOrbitHold,
|
||||
|
|
@ -130,10 +123,361 @@ public sealed class KeyBindings
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// K.1c will replace this with the retail-faithful preset built from
|
||||
/// <c>docs/research/named-retail/retail-default.keymap.txt</c>.
|
||||
/// For K.1a, returns the acdream-current map so behavior is unchanged.
|
||||
/// Canonical AC retail-default keymap, byte-precise to
|
||||
/// <c>docs/research/named-retail/retail-default.keymap.txt</c> (the
|
||||
/// user's Throne of Destiny <c>test.keymap</c>). All bindings
|
||||
/// categorized by the <c>Bindings [...]</c> sections of the keymap
|
||||
/// text. Default movement mode = RUN; hold LShift toggles to walk.
|
||||
/// Note: K.1c puts the bindings in the table; the dispatcher /
|
||||
/// MovementInput wiring that interprets MovementWalkMode + the
|
||||
/// "default-run" semantics doesn't change in K.1c — that's K.2.
|
||||
/// </summary>
|
||||
// TODO K.1c: replace with full retail preset + JSON LoadOrDefault.
|
||||
public static KeyBindings RetailDefaults() => AcdreamCurrentDefaults();
|
||||
public static KeyBindings RetailDefaults()
|
||||
{
|
||||
var b = new KeyBindings();
|
||||
|
||||
// ── MovementCommands ───────────────────────────────────
|
||||
b.Add(new(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
|
||||
b.Add(new(new KeyChord(Key.Up, ModifierMask.None), InputAction.MovementForward));
|
||||
b.Add(new(new KeyChord(Key.X, ModifierMask.None), InputAction.MovementBackup));
|
||||
b.Add(new(new KeyChord(Key.Down, ModifierMask.None), InputAction.MovementBackup));
|
||||
b.Add(new(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
|
||||
b.Add(new(new KeyChord(Key.Left, ModifierMask.None), InputAction.MovementTurnLeft));
|
||||
b.Add(new(new KeyChord(Key.D, ModifierMask.None), InputAction.MovementTurnRight));
|
||||
b.Add(new(new KeyChord(Key.Right, ModifierMask.None), InputAction.MovementTurnRight));
|
||||
b.Add(new(new KeyChord(Key.Z, ModifierMask.None), InputAction.MovementStrafeLeft));
|
||||
b.Add(new(new KeyChord(Key.A, ModifierMask.Alt), InputAction.MovementStrafeLeft));
|
||||
b.Add(new(new KeyChord(Key.Left, ModifierMask.Alt), InputAction.MovementStrafeLeft));
|
||||
b.Add(new(new KeyChord(Key.C, ModifierMask.None), InputAction.MovementStrafeRight));
|
||||
b.Add(new(new KeyChord(Key.D, ModifierMask.Alt), InputAction.MovementStrafeRight));
|
||||
b.Add(new(new KeyChord(Key.Right, ModifierMask.Alt), InputAction.MovementStrafeRight));
|
||||
// Walk-mode modifier — Hold so a subscriber can latch state on
|
||||
// press and unlatch on release.
|
||||
b.Add(new(new KeyChord(Key.ShiftLeft, ModifierMask.None), InputAction.MovementWalkMode, ActivationType.Hold));
|
||||
b.Add(new(new KeyChord(Key.Q, ModifierMask.None), InputAction.MovementRunLock));
|
||||
b.Add(new(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementStop));
|
||||
b.Add(new(new KeyChord(Key.Y, ModifierMask.None), InputAction.Ready));
|
||||
b.Add(new(new KeyChord(Key.G, ModifierMask.None), InputAction.Sitting));
|
||||
b.Add(new(new KeyChord(Key.H, ModifierMask.None), InputAction.Crouch));
|
||||
b.Add(new(new KeyChord(Key.B, ModifierMask.None), InputAction.Sleeping));
|
||||
b.Add(new(new KeyChord(Key.Space, ModifierMask.None), InputAction.MovementJump));
|
||||
|
||||
// ── ItemSelectionCommands ──────────────────────────────
|
||||
b.Add(new(new KeyChord(Key.F, ModifierMask.None), InputAction.SelectionPickUp));
|
||||
b.Add(new(new KeyChord(Key.T, ModifierMask.None), InputAction.SelectionSplitStack));
|
||||
b.Add(new(new KeyChord(Key.P, ModifierMask.None), InputAction.SelectionPreviousSelection));
|
||||
b.Add(new(new KeyChord(Key.Backspace, ModifierMask.None), InputAction.SelectionClosestCompassItem));
|
||||
b.Add(new(new KeyChord(Key.Minus, ModifierMask.None), InputAction.SelectionPreviousCompassItem));
|
||||
b.Add(new(new KeyChord(Key.Equal, ModifierMask.None), InputAction.SelectionNextCompassItem));
|
||||
b.Add(new(new KeyChord(Key.BackSlash, ModifierMask.None), InputAction.SelectionClosestItem));
|
||||
b.Add(new(new KeyChord(Key.LeftBracket, ModifierMask.None), InputAction.SelectionPreviousItem));
|
||||
b.Add(new(new KeyChord(Key.RightBracket, ModifierMask.None), InputAction.SelectionNextItem));
|
||||
b.Add(new(new KeyChord(Key.Apostrophe, ModifierMask.None), InputAction.SelectionClosestMonster));
|
||||
b.Add(new(new KeyChord(Key.L, ModifierMask.None), InputAction.SelectionPreviousMonster));
|
||||
// Silk.NET names this Semicolon (lowercase c), not SemiColon.
|
||||
b.Add(new(new KeyChord(Key.Semicolon, ModifierMask.None), InputAction.SelectionNextMonster));
|
||||
b.Add(new(new KeyChord(Key.Home, ModifierMask.None), InputAction.SelectionLastAttacker));
|
||||
b.Add(new(new KeyChord(Key.Slash, ModifierMask.None), InputAction.SelectionClosestPlayer));
|
||||
b.Add(new(new KeyChord(Key.Comma, ModifierMask.None), InputAction.SelectionPreviousPlayer));
|
||||
b.Add(new(new KeyChord(Key.Period, ModifierMask.None), InputAction.SelectionNextPlayer));
|
||||
b.Add(new(new KeyChord(Key.N, ModifierMask.None), InputAction.SelectionPreviousFellow));
|
||||
b.Add(new(new KeyChord(Key.M, ModifierMask.None), InputAction.SelectionNextFellow));
|
||||
|
||||
// ── UICommands ─────────────────────────────────────────
|
||||
b.Add(new(new KeyChord(Key.E, ModifierMask.None), InputAction.SelectionExamine));
|
||||
b.Add(new(new KeyChord(Key.KeypadMultiply, ModifierMask.None), InputAction.CaptureScreenshot));
|
||||
b.Add(new(new KeyChord(Key.F1, ModifierMask.None), InputAction.ToggleHelp));
|
||||
b.Add(new(new KeyChord(Key.F1, ModifierMask.Shift | ModifierMask.Ctrl), InputAction.TogglePluginManager));
|
||||
b.Add(new(new KeyChord(Key.F3, ModifierMask.None), InputAction.ToggleAllegiancePanel));
|
||||
b.Add(new(new KeyChord(Key.F4, ModifierMask.None), InputAction.ToggleFellowshipPanel));
|
||||
b.Add(new(new KeyChord(Key.F5, ModifierMask.None), InputAction.ToggleSpellbookPanel));
|
||||
b.Add(new(new KeyChord(Key.F6, ModifierMask.None), InputAction.ToggleSpellComponentsPanel));
|
||||
b.Add(new(new KeyChord(Key.F8, ModifierMask.None), InputAction.ToggleAttributesPanel));
|
||||
b.Add(new(new KeyChord(Key.F9, ModifierMask.None), InputAction.ToggleSkillsPanel));
|
||||
b.Add(new(new KeyChord(Key.F10, ModifierMask.None), InputAction.ToggleWorldPanel));
|
||||
b.Add(new(new KeyChord(Key.F11, ModifierMask.None), InputAction.ToggleOptionsPanel));
|
||||
b.Add(new(new KeyChord(Key.F12, ModifierMask.None), InputAction.ToggleInventoryPanel));
|
||||
b.Add(new(new KeyChord(Key.Number1, ModifierMask.Alt), InputAction.ToggleFloatingChatWindow1));
|
||||
b.Add(new(new KeyChord(Key.Number2, ModifierMask.Alt), InputAction.ToggleFloatingChatWindow2));
|
||||
b.Add(new(new KeyChord(Key.Number3, ModifierMask.Alt), InputAction.ToggleFloatingChatWindow3));
|
||||
b.Add(new(new KeyChord(Key.Number4, ModifierMask.Alt), InputAction.ToggleFloatingChatWindow4));
|
||||
b.Add(new(new KeyChord(Key.R, ModifierMask.None), InputAction.UseSelected));
|
||||
b.Add(new(new KeyChord(Key.Escape, ModifierMask.None), InputAction.EscapeKey));
|
||||
b.Add(new(new KeyChord(Key.Escape, ModifierMask.Shift), InputAction.LOGOUT));
|
||||
|
||||
// ── QuickslotCommands ──────────────────────────────────
|
||||
// Number1..9 → UseQuickSlot_1..9 with bare-mod and Ctrl-mod chords.
|
||||
for (int i = 1; i <= 9; i++)
|
||||
{
|
||||
var k = (Key)((int)Key.Number0 + i); // Number1..Number9
|
||||
var action = (InputAction)((int)InputAction.UseQuickSlot_1 + i - 1);
|
||||
b.Add(new(new KeyChord(k, ModifierMask.None), action));
|
||||
b.Add(new(new KeyChord(k, ModifierMask.Ctrl), action));
|
||||
}
|
||||
// Alt+5..9 → UseQuickSlot_14..18.
|
||||
for (int i = 5; i <= 9; i++)
|
||||
{
|
||||
var k = (Key)((int)Key.Number0 + i);
|
||||
var action = (InputAction)((int)InputAction.UseQuickSlot_14 + i - 5);
|
||||
b.Add(new(new KeyChord(k, ModifierMask.Alt), action));
|
||||
}
|
||||
b.Add(new(new KeyChord(Key.Number0, ModifierMask.None), InputAction.CreateShortcut));
|
||||
b.Add(new(new KeyChord(Key.Number0, ModifierMask.Ctrl), InputAction.CreateShortcut));
|
||||
|
||||
// ── Chat ────────────────────────────────────────────────
|
||||
b.Add(new(new KeyChord(Key.Tab, ModifierMask.None), InputAction.ToggleChatEntry));
|
||||
b.Add(new(new KeyChord(Key.Enter, ModifierMask.None), InputAction.EnterChatMode));
|
||||
|
||||
// ── Combat (mode-dependent — dormant in K, lights up in Phase L) ──
|
||||
b.Add(new(new KeyChord(Key.GraveAccent, ModifierMask.None), InputAction.CombatToggleCombat));
|
||||
// Melee mode (active when MeleeCombat scope pushed).
|
||||
b.Add(new(new KeyChord(Key.Insert, ModifierMask.None), InputAction.CombatDecreaseAttackPower));
|
||||
b.Add(new(new KeyChord(Key.PageUp, ModifierMask.None), InputAction.CombatIncreaseAttackPower));
|
||||
b.Add(new(new KeyChord(Key.Delete, ModifierMask.None), InputAction.CombatLowAttack));
|
||||
b.Add(new(new KeyChord(Key.End, ModifierMask.None), InputAction.CombatMediumAttack));
|
||||
b.Add(new(new KeyChord(Key.PageDown, ModifierMask.None), InputAction.CombatHighAttack));
|
||||
// Missile + Magic + Spell-tab — same chords; resolved by scope at
|
||||
// runtime per InputDispatcher's stack lookup. Add the bindings;
|
||||
// subscribers arrive in Phase L when CombatState.CurrentMode is
|
||||
// wired.
|
||||
b.Add(new(new KeyChord(Key.Insert, ModifierMask.None), InputAction.CombatDecreaseMissileAccuracy));
|
||||
b.Add(new(new KeyChord(Key.PageUp, ModifierMask.None), InputAction.CombatIncreaseMissileAccuracy));
|
||||
b.Add(new(new KeyChord(Key.Delete, ModifierMask.None), InputAction.CombatAimLow));
|
||||
b.Add(new(new KeyChord(Key.End, ModifierMask.None), InputAction.CombatAimMedium));
|
||||
b.Add(new(new KeyChord(Key.PageDown, ModifierMask.None), InputAction.CombatAimHigh));
|
||||
b.Add(new(new KeyChord(Key.Insert, ModifierMask.None), InputAction.CombatPrevSpellTab));
|
||||
b.Add(new(new KeyChord(Key.PageUp, ModifierMask.None), InputAction.CombatNextSpellTab));
|
||||
b.Add(new(new KeyChord(Key.Delete, ModifierMask.None), InputAction.CombatPrevSpell));
|
||||
b.Add(new(new KeyChord(Key.End, ModifierMask.None), InputAction.CombatCastCurrentSpell));
|
||||
b.Add(new(new KeyChord(Key.PageDown, ModifierMask.None), InputAction.CombatNextSpell));
|
||||
b.Add(new(new KeyChord(Key.Insert, ModifierMask.Ctrl), InputAction.CombatFirstSpellTab));
|
||||
b.Add(new(new KeyChord(Key.PageUp, ModifierMask.Ctrl), InputAction.CombatLastSpellTab));
|
||||
b.Add(new(new KeyChord(Key.Delete, ModifierMask.Ctrl), InputAction.CombatFirstSpell));
|
||||
b.Add(new(new KeyChord(Key.PageDown, ModifierMask.Ctrl), InputAction.CombatLastSpell));
|
||||
for (int i = 1; i <= 9; i++)
|
||||
{
|
||||
var k = (Key)((int)Key.Number0 + i);
|
||||
var action = (InputAction)((int)InputAction.UseSpellSlot_1 + i - 1);
|
||||
b.Add(new(new KeyChord(k, ModifierMask.None), action));
|
||||
}
|
||||
|
||||
// ── Emotes ──────────────────────────────────────────────
|
||||
b.Add(new(new KeyChord(Key.U, ModifierMask.None), InputAction.Cry));
|
||||
b.Add(new(new KeyChord(Key.I, ModifierMask.None), InputAction.Laugh));
|
||||
b.Add(new(new KeyChord(Key.J, ModifierMask.None), InputAction.Wave));
|
||||
b.Add(new(new KeyChord(Key.O, ModifierMask.None), InputAction.Cheer));
|
||||
b.Add(new(new KeyChord(Key.K, ModifierMask.None), InputAction.PointState));
|
||||
|
||||
// ── Camera ─────────────────────────────────────────────
|
||||
b.Add(new(new KeyChord(Key.KeypadDivide, ModifierMask.None), InputAction.CameraActivateAlternateMode));
|
||||
b.Add(new(new KeyChord(Key.F2, ModifierMask.None), InputAction.CameraActivateAlternateMode));
|
||||
// CameraInstantMouseLook (MMB hold) — encoded as a mouse chord
|
||||
// via the K.1a Device=1 convention. K.2 lights up the actual
|
||||
// camera+yaw drive logic.
|
||||
b.Add(new(
|
||||
new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Middle), ModifierMask.None, Device: 1),
|
||||
InputAction.CameraInstantMouseLook,
|
||||
ActivationType.Hold));
|
||||
// Numpad cluster.
|
||||
b.Add(new(new KeyChord(Key.Keypad4, ModifierMask.None), InputAction.CameraRotateLeft));
|
||||
b.Add(new(new KeyChord(Key.Keypad6, ModifierMask.None), InputAction.CameraRotateRight));
|
||||
b.Add(new(new KeyChord(Key.Keypad8, ModifierMask.None), InputAction.CameraRotateUp));
|
||||
b.Add(new(new KeyChord(Key.Keypad2, ModifierMask.None), InputAction.CameraRotateDown));
|
||||
b.Add(new(new KeyChord(Key.KeypadSubtract, ModifierMask.None), InputAction.CameraMoveToward));
|
||||
b.Add(new(new KeyChord(Key.KeypadAdd, ModifierMask.None), InputAction.CameraMoveAway));
|
||||
b.Add(new(new KeyChord(Key.Keypad0, ModifierMask.None), InputAction.CameraViewDefault));
|
||||
b.Add(new(new KeyChord(Key.KeypadDecimal, ModifierMask.None), InputAction.CameraViewFirstPerson));
|
||||
b.Add(new(new KeyChord(Key.Keypad5, ModifierMask.None), InputAction.CameraViewLookDown));
|
||||
b.Add(new(new KeyChord(Key.KeypadEnter, ModifierMask.None), InputAction.CameraViewMapMode));
|
||||
|
||||
// ── Mouse selection ────────────────────────────────────
|
||||
// Retail keymap: SelectLeft = LMB, SelectRight = RMB, SelectMid = MMB,
|
||||
// and the doubles fire on MouseDblClick. Encoded as Device=1 chords;
|
||||
// dispatcher resolves the mouse button via MouseButtonToKey.
|
||||
b.Add(new(
|
||||
new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Left), ModifierMask.None, Device: 1),
|
||||
InputAction.SelectLeft));
|
||||
b.Add(new(
|
||||
new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Right), ModifierMask.None, Device: 1),
|
||||
InputAction.SelectRight));
|
||||
b.Add(new(
|
||||
new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Middle), ModifierMask.None, Device: 1),
|
||||
InputAction.SelectMid));
|
||||
b.Add(new(
|
||||
new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Left), ModifierMask.None, Device: 1),
|
||||
InputAction.SelectDblLeft, ActivationType.DoubleClick));
|
||||
b.Add(new(
|
||||
new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Right), ModifierMask.None, Device: 1),
|
||||
InputAction.SelectDblRight, ActivationType.DoubleClick));
|
||||
b.Add(new(
|
||||
new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Middle), ModifierMask.None, Device: 1),
|
||||
InputAction.SelectDblMid, ActivationType.DoubleClick));
|
||||
|
||||
// ── Scrollable ─────────────────────────────────────────
|
||||
// Mouse wheel → ScrollUp/Down handled by dispatcher's OnScroll path.
|
||||
b.Add(new(new KeyChord(Key.Up, ModifierMask.Ctrl), InputAction.ScrollUp));
|
||||
b.Add(new(new KeyChord(Key.Down, ModifierMask.Ctrl), InputAction.ScrollDown));
|
||||
|
||||
// ── Acdream debug actions: relocated to Ctrl+F* to avoid retail
|
||||
// conflicts. AcdreamToggleFlyMode + AcdreamTogglePlayerMode have
|
||||
// NO keyboard binding in retail-default; K.2 adds a DebugPanel
|
||||
// button for free-fly toggle and player-mode is auto-entered at
|
||||
// login. AcdreamRmbOrbitHold is intentionally absent — retail
|
||||
// binds RMB to SelectRight; the chase-camera orbit lives behind
|
||||
// a debug-mode flag in K.2.
|
||||
b.Add(new(new KeyChord(Key.F1, ModifierMask.Ctrl), InputAction.AcdreamToggleDebugPanel));
|
||||
b.Add(new(new KeyChord(Key.F2, ModifierMask.Ctrl), InputAction.AcdreamToggleCollisionWires));
|
||||
b.Add(new(new KeyChord(Key.F3, ModifierMask.Ctrl), InputAction.AcdreamDumpNearby));
|
||||
b.Add(new(new KeyChord(Key.F7, ModifierMask.Ctrl), InputAction.AcdreamCycleTimeOfDay));
|
||||
b.Add(new(new KeyChord(Key.F8, ModifierMask.Ctrl), InputAction.AcdreamSensitivityDown));
|
||||
b.Add(new(new KeyChord(Key.F9, ModifierMask.Ctrl), InputAction.AcdreamSensitivityUp));
|
||||
b.Add(new(new KeyChord(Key.F10, ModifierMask.Ctrl), InputAction.AcdreamCycleWeather));
|
||||
|
||||
return b;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load bindings from <paramref name="path"/>. If the file doesn't
|
||||
/// exist, returns <see cref="RetailDefaults"/>. If the file exists
|
||||
/// but is missing actions present in the current default set, those
|
||||
/// missing actions get the default binding (merge-over-defaults).
|
||||
/// On corrupt file: warns + returns RetailDefaults without writing
|
||||
/// (don't blow away the user's file silently).
|
||||
/// </summary>
|
||||
public static KeyBindings LoadOrDefault(string path)
|
||||
{
|
||||
if (!File.Exists(path)) return RetailDefaults();
|
||||
try
|
||||
{
|
||||
using var stream = File.OpenRead(path);
|
||||
var doc = JsonDocument.Parse(stream);
|
||||
var root = doc.RootElement;
|
||||
// version is currently advisory — read so future migrations
|
||||
// can branch on it; the field's presence is non-fatal.
|
||||
_ = root.TryGetProperty("version", out var vEl) ? vEl.GetInt32() : 0;
|
||||
|
||||
var defaults = RetailDefaults();
|
||||
var loaded = new KeyBindings();
|
||||
|
||||
if (root.TryGetProperty("actions", out var actionsEl)
|
||||
&& actionsEl.ValueKind == JsonValueKind.Object)
|
||||
{
|
||||
foreach (var actionProp in actionsEl.EnumerateObject())
|
||||
{
|
||||
if (!Enum.TryParse<InputAction>(actionProp.Name, out var action))
|
||||
continue; // unknown action → skip
|
||||
if (actionProp.Value.ValueKind != JsonValueKind.Array) continue;
|
||||
foreach (var bindingEl in actionProp.Value.EnumerateArray())
|
||||
{
|
||||
if (!bindingEl.TryGetProperty("key", out var keyEl)) continue;
|
||||
var key = keyEl.GetString();
|
||||
if (key is null) continue;
|
||||
if (!Enum.TryParse<Key>(key, out var silkKey))
|
||||
continue; // unknown key → skip
|
||||
var mods = ParseModifiers(bindingEl);
|
||||
var activation = ActivationType.Press;
|
||||
if (bindingEl.TryGetProperty("activation", out var actEl)
|
||||
&& actEl.ValueKind == JsonValueKind.String
|
||||
&& Enum.TryParse<ActivationType>(actEl.GetString(), out var parsedAct))
|
||||
{
|
||||
activation = parsedAct;
|
||||
}
|
||||
byte device = 0;
|
||||
if (bindingEl.TryGetProperty("device", out var dEl)
|
||||
&& dEl.ValueKind == JsonValueKind.Number)
|
||||
{
|
||||
device = (byte)dEl.GetInt32();
|
||||
}
|
||||
loaded.Add(new(new KeyChord(silkKey, mods, device), action, activation));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Merge: any action that has bindings in defaults but NOT in
|
||||
// loaded picks up the defaults. Preserves user customizations
|
||||
// for actions they DID rebind, while not silently losing
|
||||
// newly-added actions if the user file is older.
|
||||
foreach (var actionInDefaults in Enum.GetValues<InputAction>())
|
||||
{
|
||||
if (!loaded.ForAction(actionInDefaults).Any()
|
||||
&& defaults.ForAction(actionInDefaults).Any())
|
||||
{
|
||||
foreach (var def in defaults.ForAction(actionInDefaults))
|
||||
loaded.Add(def);
|
||||
}
|
||||
}
|
||||
|
||||
return loaded;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"keybinds: failed to load {path}: {ex.Message} — using retail defaults");
|
||||
return RetailDefaults();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Persist this binding set to <paramref name="path"/> as JSON.
|
||||
/// Format: <c>{ "version": N, "actions": { "ActionName": [ {key,mod,activation,device}... ] } }</c>.
|
||||
/// Sorted keys for deterministic diffs.
|
||||
/// </summary>
|
||||
public void SaveToFile(string path)
|
||||
{
|
||||
var dir = Path.GetDirectoryName(path);
|
||||
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
|
||||
|
||||
var actions = new SortedDictionary<string, List<object>>(StringComparer.Ordinal);
|
||||
foreach (var binding in _bindings)
|
||||
{
|
||||
if (!actions.TryGetValue(binding.Action.ToString(), out var list))
|
||||
{
|
||||
list = new List<object>();
|
||||
actions[binding.Action.ToString()] = list;
|
||||
}
|
||||
var entry = new SortedDictionary<string, object>(StringComparer.Ordinal)
|
||||
{
|
||||
["key"] = binding.Chord.Key.ToString(),
|
||||
};
|
||||
if (binding.Chord.Modifiers != ModifierMask.None)
|
||||
entry["mod"] = binding.Chord.Modifiers.ToString();
|
||||
if (binding.Chord.Device != 0)
|
||||
entry["device"] = (int)binding.Chord.Device;
|
||||
if (binding.Activation != ActivationType.Press)
|
||||
entry["activation"] = binding.Activation.ToString();
|
||||
list.Add(entry);
|
||||
}
|
||||
|
||||
var root = new SortedDictionary<string, object>(StringComparer.Ordinal)
|
||||
{
|
||||
["version"] = CurrentSchemaVersion,
|
||||
["actions"] = actions,
|
||||
};
|
||||
var json = JsonSerializer.Serialize(root, new JsonSerializerOptions { WriteIndented = true });
|
||||
File.WriteAllText(path, json);
|
||||
}
|
||||
|
||||
private static ModifierMask ParseModifiers(JsonElement bindingEl)
|
||||
{
|
||||
if (!bindingEl.TryGetProperty("mod", out var modEl)) return ModifierMask.None;
|
||||
if (modEl.ValueKind != JsonValueKind.String) return ModifierMask.None;
|
||||
var modString = modEl.GetString();
|
||||
if (string.IsNullOrEmpty(modString)) return ModifierMask.None;
|
||||
var result = ModifierMask.None;
|
||||
foreach (var part in modString.Split(
|
||||
new[] { '|', ',', ' ' },
|
||||
StringSplitOptions.RemoveEmptyEntries))
|
||||
{
|
||||
if (Enum.TryParse<ModifierMask>(part, ignoreCase: true, out var single))
|
||||
result |= single;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Default path: <c>%LOCALAPPDATA%\acdream\keybinds.json</c>.
|
||||
/// </summary>
|
||||
public static string DefaultPath() => Path.Combine(
|
||||
Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData),
|
||||
"acdream",
|
||||
"keybinds.json");
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue